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<div class="header">
  <div class="summary">
<a href="#pub-types">Public Types</a> &#124;
<a href="#pub-attribs">Public Attributes</a> &#124;
<a href="class_inv_base_item-members.html">List of all members</a>  </div>
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<p>Inventory System &ndash; Base Item. Note that it would be incredibly tedious to create all items by hand, Warcraft style. It's a lot more straightforward to create all items to be of the same level as far as stats go, then specify an appropriate level range for the item where it will appear. Effective item stats can then be calculated by lowering the base stats by an appropriate amount. Add a quality modifier, and you have additional variety, Terraria 1.1 style.  
 <a href="class_inv_base_item.html#details">More...</a></p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-types"></a>
Public Types</h2></td></tr>
<tr class="memitem:a9e615b5753a98909f13aaa85d9e4adef"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a9e615b5753a98909f13aaa85d9e4adef"></a>enum &#160;</td><td class="memItemRight" valign="bottom"><b>Slot</b> { <br />
&#160;&#160;<b>None</b>, 
<b>Weapon</b>, 
<b>Shield</b>, 
<b>Body</b>, 
<br />
&#160;&#160;<b>Shoulders</b>, 
<b>Bracers</b>, 
<b>Boots</b>, 
<b>Trinket</b>, 
<br />
&#160;&#160;<b>_LastDoNotUse</b>
<br />
 }</td></tr>
<tr class="separator:a9e615b5753a98909f13aaa85d9e4adef"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-attribs"></a>
Public Attributes</h2></td></tr>
<tr class="memitem:a955588e196071ad72312496af4875086"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_inv_base_item.html#a955588e196071ad72312496af4875086">id16</a></td></tr>
<tr class="memdesc:a955588e196071ad72312496af4875086"><td class="mdescLeft">&#160;</td><td class="mdescRight">16-bit item ID, generated by the system. Not to be confused with a 32-bit item ID, which actually contains the ID of the database as its prefix.  <a href="#a955588e196071ad72312496af4875086">More...</a><br /></td></tr>
<tr class="separator:a955588e196071ad72312496af4875086"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2c3d6fd79719d2c4bbf3df8e71ecee9d"><td class="memItemLeft" align="right" valign="top">string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_inv_base_item.html#a2c3d6fd79719d2c4bbf3df8e71ecee9d">name</a></td></tr>
<tr class="memdesc:a2c3d6fd79719d2c4bbf3df8e71ecee9d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Name of this item.  <a href="#a2c3d6fd79719d2c4bbf3df8e71ecee9d">More...</a><br /></td></tr>
<tr class="separator:a2c3d6fd79719d2c4bbf3df8e71ecee9d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a67250624387c234039546cfff3070c37"><td class="memItemLeft" align="right" valign="top">string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_inv_base_item.html#a67250624387c234039546cfff3070c37">description</a></td></tr>
<tr class="memdesc:a67250624387c234039546cfff3070c37"><td class="mdescLeft">&#160;</td><td class="mdescRight">This item's custom description.  <a href="#a67250624387c234039546cfff3070c37">More...</a><br /></td></tr>
<tr class="separator:a67250624387c234039546cfff3070c37"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a90a0f4314de0487e6ee61bd86230212c"><td class="memItemLeft" align="right" valign="top">Slot&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_inv_base_item.html#a90a0f4314de0487e6ee61bd86230212c">slot</a> = Slot.None</td></tr>
<tr class="memdesc:a90a0f4314de0487e6ee61bd86230212c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Slot that this item belongs to.  <a href="#a90a0f4314de0487e6ee61bd86230212c">More...</a><br /></td></tr>
<tr class="separator:a90a0f4314de0487e6ee61bd86230212c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3f521567c0c9ce0c5361090945ba3394"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_inv_base_item.html#a3f521567c0c9ce0c5361090945ba3394">minItemLevel</a> = 1</td></tr>
<tr class="memdesc:a3f521567c0c9ce0c5361090945ba3394"><td class="mdescLeft">&#160;</td><td class="mdescRight">Minimum and maximum allowed level for this item. When random loot gets generated, only items within appropriate level should be considered.  <a href="#a3f521567c0c9ce0c5361090945ba3394">More...</a><br /></td></tr>
<tr class="separator:a3f521567c0c9ce0c5361090945ba3394"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a400ce5c042ee9f24460f5a406f340c81"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a400ce5c042ee9f24460f5a406f340c81"></a>
int&#160;</td><td class="memItemRight" valign="bottom"><b>maxItemLevel</b> = 50</td></tr>
<tr class="separator:a400ce5c042ee9f24460f5a406f340c81"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0e44dd52d8c9979a91363fa5c78374ff"><td class="memItemLeft" align="right" valign="top">List&lt; <a class="el" href="class_inv_stat.html">InvStat</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_inv_base_item.html#a0e44dd52d8c9979a91363fa5c78374ff">stats</a> = new List&lt;<a class="el" href="class_inv_stat.html">InvStat</a>&gt;()</td></tr>
<tr class="memdesc:a0e44dd52d8c9979a91363fa5c78374ff"><td class="mdescLeft">&#160;</td><td class="mdescRight">And and all base stats this item may have at a maximum level (50). Actual object's stats are calculated based on item's level and quality.  <a href="#a0e44dd52d8c9979a91363fa5c78374ff">More...</a><br /></td></tr>
<tr class="separator:a0e44dd52d8c9979a91363fa5c78374ff"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af511d4dac210711beececb91da2f7530"><td class="memItemLeft" align="right" valign="top">GameObject&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_inv_base_item.html#af511d4dac210711beececb91da2f7530">attachment</a></td></tr>
<tr class="memdesc:af511d4dac210711beececb91da2f7530"><td class="mdescLeft">&#160;</td><td class="mdescRight">Game Object that will be created and attached to the specified slot on the body. This should typically be a prefab with a renderer component, such as a sword, a bracer, shield, etc.  <a href="#af511d4dac210711beececb91da2f7530">More...</a><br /></td></tr>
<tr class="separator:af511d4dac210711beececb91da2f7530"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a71e82d2bb6dda62e4cbc11d9c46c8f3b"><td class="memItemLeft" align="right" valign="top">Color&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_inv_base_item.html#a71e82d2bb6dda62e4cbc11d9c46c8f3b">color</a> = Color.white</td></tr>
<tr class="memdesc:a71e82d2bb6dda62e4cbc11d9c46c8f3b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Object's main material color.  <a href="#a71e82d2bb6dda62e4cbc11d9c46c8f3b">More...</a><br /></td></tr>
<tr class="separator:a71e82d2bb6dda62e4cbc11d9c46c8f3b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a47f0074438550c2f587ac93dde9cc526"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_u_i_atlas.html">UIAtlas</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_inv_base_item.html#a47f0074438550c2f587ac93dde9cc526">iconAtlas</a></td></tr>
<tr class="memdesc:a47f0074438550c2f587ac93dde9cc526"><td class="mdescLeft">&#160;</td><td class="mdescRight">Atlas used for the item's icon.  <a href="#a47f0074438550c2f587ac93dde9cc526">More...</a><br /></td></tr>
<tr class="separator:a47f0074438550c2f587ac93dde9cc526"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a929f74a3c224b80404f61463b24fd8da"><td class="memItemLeft" align="right" valign="top">string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_inv_base_item.html#a929f74a3c224b80404f61463b24fd8da">iconName</a> = &quot;&quot;</td></tr>
<tr class="memdesc:a929f74a3c224b80404f61463b24fd8da"><td class="mdescLeft">&#160;</td><td class="mdescRight">Name of the icon's sprite within the atlas.  <a href="#a929f74a3c224b80404f61463b24fd8da">More...</a><br /></td></tr>
<tr class="separator:a929f74a3c224b80404f61463b24fd8da"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table>
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>Inventory System &ndash; Base Item. Note that it would be incredibly tedious to create all items by hand, Warcraft style. It's a lot more straightforward to create all items to be of the same level as far as stats go, then specify an appropriate level range for the item where it will appear. Effective item stats can then be calculated by lowering the base stats by an appropriate amount. Add a quality modifier, and you have additional variety, Terraria 1.1 style. </p>
</div><h2 class="groupheader">Member Data Documentation</h2>
<a class="anchor" id="af511d4dac210711beececb91da2f7530"></a>
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">GameObject InvBaseItem.attachment</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Game Object that will be created and attached to the specified slot on the body. This should typically be a prefab with a renderer component, such as a sword, a bracer, shield, etc. </p>

</div>
</div>
<a class="anchor" id="a71e82d2bb6dda62e4cbc11d9c46c8f3b"></a>
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">Color InvBaseItem.color = Color.white</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Object's main material color. </p>

</div>
</div>
<a class="anchor" id="a67250624387c234039546cfff3070c37"></a>
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">string InvBaseItem.description</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>This item's custom description. </p>

</div>
</div>
<a class="anchor" id="a47f0074438550c2f587ac93dde9cc526"></a>
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname"><a class="el" href="class_u_i_atlas.html">UIAtlas</a> InvBaseItem.iconAtlas</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Atlas used for the item's icon. </p>

</div>
</div>
<a class="anchor" id="a929f74a3c224b80404f61463b24fd8da"></a>
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">string InvBaseItem.iconName = &quot;&quot;</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Name of the icon's sprite within the atlas. </p>

</div>
</div>
<a class="anchor" id="a955588e196071ad72312496af4875086"></a>
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">int InvBaseItem.id16</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>16-bit item ID, generated by the system. Not to be confused with a 32-bit item ID, which actually contains the ID of the database as its prefix. </p>

</div>
</div>
<a class="anchor" id="a3f521567c0c9ce0c5361090945ba3394"></a>
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">int InvBaseItem.minItemLevel = 1</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Minimum and maximum allowed level for this item. When random loot gets generated, only items within appropriate level should be considered. </p>

</div>
</div>
<a class="anchor" id="a2c3d6fd79719d2c4bbf3df8e71ecee9d"></a>
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">string InvBaseItem.name</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Name of this item. </p>

</div>
</div>
<a class="anchor" id="a90a0f4314de0487e6ee61bd86230212c"></a>
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">Slot InvBaseItem.slot = Slot.None</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Slot that this item belongs to. </p>

</div>
</div>
<a class="anchor" id="a0e44dd52d8c9979a91363fa5c78374ff"></a>
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">List&lt;<a class="el" href="class_inv_stat.html">InvStat</a>&gt; InvBaseItem.stats = new List&lt;<a class="el" href="class_inv_stat.html">InvStat</a>&gt;()</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>And and all base stats this item may have at a maximum level (50). Actual object's stats are calculated based on item's level and quality. </p>

</div>
</div>
<hr/>The documentation for this class was generated from the following file:<ul>
<li>D:/WorkDir/Unity3D_Work/taidou_arpg/Assets/NGUI/Examples/Scripts/InventorySystem/System/InvBaseItem.cs</li>
</ul>
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